HorseshoeHermit
20% accurate as usual, Morty
four uniques...
four uniques...
four uniques...
four uniques...
UA and four uniques!
four uniques...
four uniques...
four uniques...
UA and four uniques!
There is only one thing i thought was a good idea in civilization revolution 2. The perks per era for civs.
Welp, looks like 1UPT will be back.
If anyone is interested in developing a Civ clone, I am very interested.
Whaaat, has there been new info? Or is it speculation?
Are there any mainstream complaints about 1UPT? The people complaining on this board are in the minority, and that is the most vocal objection that I am aware of.Ed Beach likes 1UPT last I heard.
Are there any mainstream complaints about 1UPT? The people complaining on this board are in the minority, and that is the most vocal objection that I am aware of.
But even these hardcore fans (mostly) appreciate the new 1UPT. Now this is just my opinion and it'll probably be critically received, but I think hating on 1UPT for no obvious reason is just being a contrarian for the sake of it.
Okay, let's be contrarian for a Reason, or set of them.
~snip~
Summarizing, the tactical interactions need to be kept - they make combat much, much more interesting than it has ever been before in Civ games, but the out of scale range and time scales for 'battles' need to be changed. I still think a 'tactical display', pop-up or map is the answer, in which changes in 'tactical' terrain could be shown and the entire battle played out within a single (minimum one year long) turn, but I welcome any solution that keeps a pike-archer combination more deadly against unsupported Knights while not requiring half of the 100 Year's War to fight a single battle and most of Normandy to provide space for two small armies!
An idea I've had is limited stacking of only one of each different class of units. For example, you could stack an archer and a pike-man, but not a pike-man and a swordsman. I think that would go towards condensing armies a good bit without having large stacks of doom or what ever. (Only having played Civ V, I don't have direct experience with them, but I've heard some about them, of course).
Okay, let's be contrarian for a Reason, or set of them.
1UPT Pros and Cons: Pros
1. The interaction of ranged, melee, mobile, anti-mobile, siege units adds a real tactical component to combat, especially compared to the My Huge Stack Versus Your Huge Stack aspect of previous Civ games.
2. Use of Map Terrain becomes a real part of combat: high ground for your archers or siege engines, rough terrain to impede enemy fast troops - picking the battlefield became part of Civ combat for nearly the first time.
3. The actions of certain Unique Units became really, really obvious in combat. Like, the first time you had a unit pincushioned by a Longbowman at Extreme Range, or lost an archer to a Jaguar Knight who didn't have to slow down when charging through the jungle. The use and avoidance of Special/Unique Units became an important part of your combat tactics - if you wanted to win consistently.
1UPT Pros and Cons: Cons
1. The 'tactical' distances and time scales are completely out of scale with the rest of the game. Battles can take centuries (in the early game) to finish, archers can shoot at a barbarian Brute for 80 years without killing him, and slingers can throw a stone from one side of a 500,000-population city to the other.
2. 'Armies' spread over entire provinces, and you can literally line your border with a wall of troops - which, historically, would have been really useful to the Roman Empire or France in 1940, but in fact makes the 'scale' of armies versus space also completely wrong.
3. Because of the area/distance problem, it is very difficult to move large numbers of units - both for a human player and even more for the AI. Bottlenecks abound on every map, which would add to the tactical nature of combat, except that they are Artificial, caused by the stacking prohibitions that get more cumbersome the larger the armies get later in the game.
4. Because the ranges are so out of scale, they become Game Changing: get a longer-ranged unit, like Artillery or Battleships, and you can with impunity destroy any opposing unit or city - combat becomes exclusively one-sided massacres, which gets dull fast.
Summarizing, the tactical interactions need to be kept - they make combat much, much more interesting than it has ever been before in Civ games, but the out of scale range and time scales for 'battles' need to be changed. I still think a 'tactical display', pop-up or map is the answer, in which changes in 'tactical' terrain could be shown and the entire battle played out within a single (minimum one year long) turn, but I welcome any solution that keeps a pike-archer combination more deadly against unsupported Knights while not requiring half of the 100 Year's War to fight a single battle and most of Normandy to provide space for two small armies!
I have made my peace with the tactical distances being out of scale with the rest of the game by mental gymnastics about combat being an abstraction. That willful suspension of disbelief also address archers having longer range weapons than machine guns, and rifles being melee.The 'tactical' distances and time scales are completely out of scale with the rest of the game. Battles can take centuries (in the early game) to finish, archers can shoot at a barbarian Brute for 80 years without killing him, and slingers can throw a stone from one side of a 500,000-population city to the other.